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Tuesday, December 30, 2008
Wallester T. Dog
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Friday, December 19, 2008
Study in Black and White, Somewhere in Idaho
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Sunday, December 14, 2008
Audi R8 Commercial
Below is the completed spec commercial for the Audi R8, more an opportunity to practice animation and rendering in Maya than anything else. The car is modeled in Maya 2008, using primarily NURBS surfaces, with the occasional polygon thrown in for good measure. Most of the textures are procedural textures that do not require a detailed texture map. The car itself was typically rendered in three passes in Maya:
Color / Beauty pass - mental ray with Final Gathering, etc. turned on.
Occlusion pass - mental ray default rendering layer.
Depth pass - different techniques depending on the shot.
Further animation was done in the Maya software renderer. All elements were then imported into After Effects, where some fine tuning took place, lens flares, etc. Final layback and export with audio was via Final Cut Pro.
Below is the 'HD' embedding, and below that, the normal embedding for slower connections.
Deviating From The Script
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Sunday, December 7, 2008
Little Girl With Bunny
From a collection of old photographs in and around the Teton Valley in Idaho, taken sometime in the early 20th century, probably between 1905-1915. This photo in particular is a portrait of a little girl in a pioneer dress, holding a bunny. The chair looks a little more modern than the above time bracket, but not by much.
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Labels:
black and white,
girl,
Idaho,
portrait,
Teton Valley
Friday, December 5, 2008
Fractured Head
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Monday, November 24, 2008
Explorers on Horses near Geyser
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Labels:
black and white,
cowboy,
horse,
man,
meadow,
yellowstone
Tuesday, November 18, 2008
More Tilt-Shift Photography
Here are some more tilt-shift style photos. It is interesting to play around with this technique, as I am currently developing a working method of introducing depth of field into the Audi R8 render, which uses the same post-processing tools.
The University of Utah, looking at the Psychology building and towards the football stadium.
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Suburban Salt Lake City. How more ticky tacky / cookie cutter / etc. can you get?
On the left, a more-recently abandoned mine in Utah, in the mountains above Park City. On the right, below, a farmhouse near Park City, Utah.
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Detail of the farmhouse.
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Walking in the fall.
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Below, a small herd of cows gathered at a watering hole.
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A suspension bridge near Lava Hot Springs, over the Pourtneuf River, as a trail sails by.
The University of Utah, looking at the Psychology building and towards the football stadium.
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Suburban Salt Lake City. How more ticky tacky / cookie cutter / etc. can you get?
On the left, a more-recently abandoned mine in Utah, in the mountains above Park City. On the right, below, a farmhouse near Park City, Utah.
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Detail of the farmhouse.
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Walking in the fall.
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Below, a small herd of cows gathered at a watering hole.
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A suspension bridge near Lava Hot Springs, over the Pourtneuf River, as a trail sails by.
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Monday, November 17, 2008
Tilt-Shift Park City Downtown Panorama
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A detail from a massive tilt-shift panorama of downtown Park City. The photo was taken in 2007 as part of a collection of aerial photography over Salt Lake City, the Wasatch mountains, and Park City. It works well for tilt-shift photography (created in Photoshop, as I have no tilt-shift lens). In tilt-shift photography, depth of field is kept in a very shallow slice through the scene. Additionally, the lens (and plane of focus) can be tilted away from parallel with the film plane. This effectively creates the illusion of miniature photography, as your brain has no real-life correlation with such distortion of depth of field over a large expanse (such as a city) but accepts it fully at the smaller scale. Real (non-photoshop) tilt-shift images also have additional shifts in perspective from tilting the lens away from the film plane, and is often used to shoot tall parallel things, like buildings, from the ground and still maintain the sense of the parallel. Below is the full image, zoom in and explore. Or download the image as jpeg here (2.85 MB).
Saturday, November 15, 2008
Audi R8 Test Animation
More to come. For now, the Audi R8 model is rigged and ready for animation. Here is a test render with some simple animation. The headlights still need some work for this particular shot.
Labels:
3D,
animation,
car,
Maya,
work in progress
Wednesday, November 12, 2008
Oyster Mushrooms on Tree
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Sunday, November 9, 2008
Audi R8 Exterior Render
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Below are two straightforward images of the front and rear of the R8.
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And one more of the Audi R8 model, rendered in Maya using Mental Ray.
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Friday, November 7, 2008
Wednesday, November 5, 2008
University Guesthouse website (WIP)
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Recently completed, the new website for the University Guesthouse and Conference Center at the University of Utah. As with most these sites, I was responsible for all design and layout, media manipulation as necessary, and some of the underlying code (ColdFusion, javascript, etc.)
Sunday, November 2, 2008
Liberty Park, the last day of fall colors
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The pond at Liberty Park, looking northeast. The last day of pure fall colors, after which trees started to loose their saturation. As a bonus images:
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Thursday, October 30, 2008
Halloween 2008
Sunday, October 26, 2008
Audi R8 Front View Render
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The 2007 Audi R8, a work in progress presented as a NURBS model in Maya. The main body is modeled and textured. Still to come: side view mirrors, wheels and tires, real spoiler, non-functional interior. I intend to rig the car for animation and create a :30 second spot highlighting the car. Details to come.
Friday, October 24, 2008
Soda Springs, Idaho
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Said entrepreneurs then decided to make the best of a bad situation, and to turn their fledgling seltzer company into a hot springs bath house. Expanding their drill hole, they hit hot water which shot out of the bore a la There Will Be Blood. Once they contained their gusher, the town now had a fully functional geyser that they could throw on at the turn of a valve. The joke in Yellowstone is that tourists ask where the pump house is for Old Faithful. Here, it is located several feet from the pipe that emits the geyser water every hour, on the hour.
Labels:
black and white,
clouds,
Idaho,
railroad,
town,
train,
yellowstone
Wednesday, October 22, 2008
Tuesday, October 21, 2008
Fall Panorama Roundup
Fall is panorama time - ok, well, everyday is panorama day - so here are a couple recent big images. The top two are from a recent venture into the McCain/Palin stronghold of southeastern Idaho (on the opening day of deer hunting season, no less). Pictured is Bear Lake, complete with its abnormally blue-green waters, and a (190 megapixel) early morning outside the forest service cabin in Idaho where we stayed.
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And just for old time sakes, a panorama at sunset overlooking Flaming Gorge in Utah, taken almost exactly one year ago at th
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Monday, October 20, 2008
Heber Valley Website (WIP)
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Labels:
color,
Utah,
web design,
work in progress
Sunday, October 19, 2008
Sunday, October 12, 2008
First Day Of Snow
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Labels:
black and white,
celebration,
horse,
sleigh,
snow
Saturday, October 11, 2008
Thursday, October 9, 2008
The Night The Plants Attacked!
Thursday, October 2, 2008
Sunday, September 28, 2008
The State of Utah Wine Affairs Bureau, 2008
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This is up from 70 pounds in 2006 (a late season hail storm damaged about a quarter of that crop) and 48 pounds in 2007 (birds, heat, and ???). This year the protective nets got on early, and the vines were well maintained. For the record, Growing Degree Days (10 C base, March 1) was 3165 at time of harvest (Sept 28, 2008). Heating Degree Days (SLC station since July 1) cumulative was 27 at time of harvest compared with 7 last year. For what it's worth. More stats to come.
Likewise, a good turnout of wine grape pickers, destemmers, and stompers. More photos of the 2008 Wine Stomp can be seen below:
Thursday, September 25, 2008
The Passion of the McCain
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It is interesting to read the comments on YouTube, et al where available. Those who approach the film from a typical machinima's viewer's perspective (i.e. a typical gamer) tend to not like it, because it hides the underlying video game characters and style. they tend to prefer films made wholly within a particular game's reality, which is nonsense, as most games tend to have a fairly boring and conformist world-view. Shoot this, dodge that, escape[ist] here. I, on the other hand, believe that because it hides the underlying game, it is inherently better than stock characters in stock situations. Halo's Master Chief doesn't event have a visible face, so how can he act?
Regardless, the film was fun to put together. Take a look for yourself here, here, here, or below:
Labels:
3D,
animation,
black and white,
man,
washington dc,
woman
Wednesday, September 24, 2008
Sunday, September 21, 2008
Abstract Photo #5
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One in a series that I put together a long time ago, when I did more film and darklab work. Anymore, such an image would be produced entirely in Photoshop. Even design work that ought be created at least from "real" elements are more quickly and efficiently made from scratch. Is this a good thing? Probably. I'm no purist. Here the trick is figuring out how I accomplished the image entirely analogue.
Saturday, September 20, 2008
Late Summer Dragonfly
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Monday, September 15, 2008
Full Harvest Moon
Sunday, September 14, 2008
Comb Ridge Panorama - Southern Utah
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Geologically speaking, the Comb is a monocline—a single fold in the Earth's crust created by a cataclysmic slippage of deeply buried tectonic plates some 65 million years ago. That upheaval has left a scar slashing across the desert landscape of the Southwest: a sharp ridge of sandstone that stretches almost 120 miles (193 kilometers) unbroken from just east of Kayenta, Arizona, to some ten miles (sixteen kilometers) west of Blanding, Utah.Read more about Comb Ridge, or see a photo gallery of the surround southern utah area, including Arch Canyon, Mule Canyon, and Valley of the Gods.
The scale of the Comb is not colossal: Its ridgeline looms only from 300 to 900 feet (91 to 274 meters) above the plains, and shallow washes surround it on either side. But what the crest lacks in height, it makes up in ruggedness. No smooth arĂȘte, the ridge swoops to sharp summits and dips to V-notch cols with relentless regularity. To hike the Comb is to run a gauntlet of up-and-down severities, always at an ankle-wrenching, sideways pitch. There is not a single mile of established trail in the Comb's reach, which is one reason why no humans, to our knowledge, have ever traversed its length. We thought we should be the first.
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